Timothy shows how he uses ZBrush to create ‘Disc Jam’, a fast-paced action-sports game, bringing models straight into the Unreal Engine.
In this broadcast, Tim finishes up his shoe from the previous episode while comparing hard surface to organic sculpting methods. He also covers Masks and Panel Loops for hard surface geometry.
Content Production for Video Games
More Scheduled Streams Coming Soon!
Segment Summary: "I'll be sharing some of the tips and tricks I've picked up as an engineer-turned-artist in charge of Disc Jam's art pipeline!"
Location: Los Angeles, California
Hometown: Las Vegas, Nevada
How Did You Discover ZBrush? "I first heard of ZBrush during the ZBrush 3.5 release, having previously worked in 2D art only. I tried digital sculpting and have been hooked ever since!"
Sculpting Experience: 5 years
Most Used/Favorite Feature: DynaMesh
Previous Works, Industry Experience & Highlights: Activision, Engineering Lead for the Black Ops 3 core movement overhaul.
Fun Facts: "All of my professional experience is in engineering (not art)."